2018, Augmented Reality, ARKit, Unity, C#, Interaction Design, OpenType.js
What if graffiti was 3D and collaborative?
TypeAR is an application for creating communal and collaborative AR sculptures that are unique to a location.
AR adds an additional layer to the physical spaces we inhabit. A good AR experience, in my opinion, should be grounded by the ways we inhabit and utilize spaces.
But what does it even mean?
These are the parameters I’ve set for the app:
The app has to invite users to move around a space.
Avoid 2D-based interactions when possible.
The app has to take advantage of the specific site the user is currently at. The experience has to be unique for each location.
Users have to be able to collaborate on the app.
Not all aspect of the interaction & experience design was implemented in the prototype due to time constraint. Nevertheless, below is the design intended for TypeAR.
The interaction starts with prompting the user to scan a surface. The app should, as much as possible, not cover the camera feed. AR takes place in a physical space and the design should embrace and celebrate it.
Once a surface is detected, the app "conjures" letterforms based on the user's location. It is important to note that the letterforms here appear small initially, but grow bigger. These moments of transition help user understand scale better.
Selection/de-selection of a point in the letterform is by tap. However, dragging is by actually moving the device in space. This is to encourage bigger user movements, fully leveraging on the 3-dimensional physicality afforded by AR
There is a switch to go to view mode. In this mode, users can look at the resulting sculpture.
This switch is only revealed after the user finishes moving their first dot. After onboarding, the switch is always available.
Lastly, robust feedback and onboarding are crucial in AR experiences, because most users are not familiar with them.